Questions tagged [pbr]
Physically Based Rendering is an approach that aims to ground the drawing of computer-generated scenes in the physics of light reflection and scattering and measurable properties of real-world materials, to give a more visually convincing effect that's consistent under a wide range of illumination and viewing conditions.
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How can I make the material edges smoother on a PBR terrain?
I'm using HillHeightMap to generate a heightmap. I found a way to generate an alphamap based on a heightmap.
This is how I create the material
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How to create colorizable vegetation albedo textures similar to Horizon Zero Dawn?
In the talk "Between Tech and Art: the Vegetation of Horizon Zero Dawn", Gilbert Sanders says "we average out the color of our albedo textures to mid gray value".
But the final ...
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How can I override the directional light processed by a shader?
I'm building a solar system and have made the simplifying assumption that the sun will always be at 0,0,0.
Rather than worry about "real" lighting, my planet shader just works out where it ...
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Is there a PBR-like material system for audio?
With visual/rendering materials, a very popular system for this is PBR. Materials made using PBR may define properties like albedo color, normal maps, emission, roughness, metallic, specular, etc. ...
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Is there a technique to properly illuminate a PBR material when using directional light?
I use the following formula to calculate PBR color for each light source. For the sake of this post, let's assume that there is only one directional light. I am using Vulkan; so, +Y is "down"...
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How does Physical Based Shading work with multiple light sources?
I have implemented a PBR shader in my game engine that works with a single light source. Everything is good and made sense at a higher level about what each algorithm does. Now I am working on adding ...
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PBR GLSL shader incorrect lighting. Half being shaded
I have been following the tutorial at LearnopenGL to implement physically based rendering into my Vulkan game engine, and have gotten the following incorrect lighting results:
The light is overhead, ...
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How do you simulate UV light and materials with UV-reflective/fluorescent properties within a PBR renderer?
I have a PBR setup, say, in Unity (or Unreal, doesn't really matter, I'm asking about the general principle, not specific implementation), and I would like to add a UV light source, and have control ...
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Cuda API to render using Physically Based Rendering (PBR) in OpenGL-ES based project
I need to develop a OpenGL-ES based application to render a model using Physically based Rendering (PBR).
Do I need to use Cuda API to render the computation intense PBR rendering?
Is there any ...
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Why does my PBR material appear grey in game?
I am playing around with PBR materials and I cant get them to work correctly. When I create a material using PBR the model appears gray in game. Any ideas on why I’m not getting the same result?
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Performing image based lighting in an open world game
I finally have a PBR implementation in an engine that I'm writing for a game I'm developing but I'm stuck on how to use IBL in real situations. Most IBL tutorials use it just to show a single mesh or ...
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Handling metallic roughness maps colour channels
I'm trying to use a metalness/roughness workflow and I'm not sure how to translate the colour channels into the different metalness and roughness attributes. I'm not sure if there's a standard on how ...
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How to write a PBR Unlit Shader in Unity? [closed]
I have a REALLY specific case here:
I have an Texture (a webcam), that is used by a shader to pickup a few x,y colors at the cordinates, and renders to a ...
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What's the use and difference between Forward, Deferred and Physically Based Rendering?
Maybe I'm still confused about my own understanding,
Forward Render: render the lighting of an object according to the light source in the scene. (e.g Phong)
Deferred Render : render the scene to get ...
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What's the difference between Raytracing and Physically-based-rendering?
I know raytracing is a technique based on the route calculation done by the light, following the rays through the interaction with the surfaces, and that Pbr is a collection of render techniques that ...